Now I've reached the point of no return, next step will break everything

Current system:
- wilderness levels and dungeon levels stored in single array of size max_wild + max_depth
- one coordinate: depth
- base town in the middle of the map with one dungeon (depth 0 and positive)
- wilderness spiraling from town with an increasing depth (negative)
- players always starting in base town

Next system:
- wilderness levels stored in a bidimensional array of size size_wild * size_wild
- dungeon levels stored in a single array of size max_depth for each wilderness level
- three coordinates: world_x, world_y, depth (world_z)
- base town location specified in wild_info.txt with the main dungeon
- flat wilderness with innate depth specified in wild_feat.txt
- starting town location specified in wild_info.txt

The final goal is to have multiple locations defined wild_info.txt, some with only a static level/town, some with variable sized dungeons.

Seems to me storing levels makes more sense per player than per grid region. MxN gets big fast. But the number of players should be more or less constant.

Only a pointer is stored per wilderness square, which is NULL by default (except the town/suburb). The corresponding level is only allocated when a player enters the area (and deallocated when there are no more players on the level).

Features of special towns:
- loaded from file "server.town.x.y.z"
- "Looks like a typical town" displayed when recalling the feeling
- no monsters
- no food consumption
- no summoning
- all features from special levels

Next step will be to rebuild a new world after the end of the old one.

- Change starting town and base town to "struct town" containing name and coordinates
- Parse starting and base town names and coordinates from town.txt
- Rename starting town and base town Hobbiton and Carn D&ucirc;m and place them at their real location on the pseudo-Middle Earth map
- Remove WILD_GRASS restriction for town suburbs, allow houses on waste and glacier terrains (for base town)
- Parse wilderness level from wild_feat.txt
- Set monster/object level depending on wilderness level and distance from towns
- Use an array of "struct town" for towns
- Parse town features from town_feat.txt
- Add town of Bree, parse coordinates from town.txt and layout from town_bree.txt
- Add town of Lothlorien, parse coordinates from town.txt and layout from town_lothlorien.txt
- Add town of Minas Anor, parse coordinates from town.txt and layout from town_minas_anor.txt